feat: boulders

This commit is contained in:
Dan Finch 2026-08-04 14:02:12 +02:00
parent 9aa0ec6a3f
commit 680e08aadc
7 changed files with 169 additions and 11 deletions

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@ -58,7 +58,9 @@ rules live in `.agents/rules/*.md`.
edge peaks. `Terrain.ground` builds the outdoor mesh with a hole for the room;
`Terrain.height` is the shared ground-height sampler for the player), `Tree`
(procedural low-poly oak/spruce geometry, sapling..full via a `growth` knob;
`Tree.build` appends into shared trunk + foliage meshes).
`Tree.build` appends into shared trunk + foliage meshes), `Boulder`
(procedural low-poly rock: a squashed, jittered, part-buried sphere;
`Boulder.build` appends into a shared mesh).
- `app/` — browser glue.
- `main.ts` — game loop, input, preset switching, canvas blit, FPS meter.
- `assets.ts` — load `/assets/*.png``Texture` (zero-copy; ImageData bytes
@ -66,10 +68,11 @@ rules live in `.agents/rules/*.md`.
- `level.ts` — builds the playground: a flat stone-floored room (three thick
walls via `slab`, north side open) in the center of a big grassy `Terrain`
world (~20x across).
Per-texture meshes incl. the outdoor grass `ground` and a scattered forest
Per-texture meshes incl. the outdoor grass `ground`, a scattered forest
(`scatterTrees``trunks`/`oakFoliage`/`spruceFoliage`, `TREE_COUNT`/`_SEED`/
`_REACH`), `Aabb` colliders (incl. grown-tree trunks), NPC position, `Terrain`
config + `GROUND_DIVISIONS`/`GROUND_UV`, sky/cloud config.
`_REACH`) and `boulders` (`scatterBoulders`, `BOULDER_COUNT`/`_SEED`/`_REACH`),
`Aabb` colliders (incl. grown-tree trunks + big boulders), NPC position,
`Terrain` config + `GROUND_DIVISIONS`/`GROUND_UV`, sky/cloud config.
The stone floor is lifted by `FLOOR_LIFT` (a z-bias) so it stays clean over the
terrain skirt that laps under the room edges. Room surfaces are single flat
quads -- no subdivision needed since texturing is perspective-correct; ground
@ -83,9 +86,9 @@ rules live in `.agents/rules/*.md`.
`#fps` meter div (styled inline).
- `scripts/gen-assets.ts` — procedurally draws the placeholder textures and
writes PNGs (hand-rolled encoder via `node:zlib`). Run via `bun run assets`.
- `assets/` — generated `floor/grass/bark/leaf/needle/wall/crate/npc` PNGs
- `assets/` — generated `floor/grass/bark/leaf/needle/rock/wall/crate/npc` PNGs
(`floor` = room stone, `grass` = outdoor ground, `bark`/`leaf`/`needle` = tree
trunk/oak/spruce). Swap for real art anytime;
trunk/oak/spruce, `rock` = boulders). Swap for real art anytime;
filenames are the contract.
- `server/` — Bun server stub. `shared/` — isomorphic slot.
@ -93,8 +96,8 @@ rules live in `.agents/rules/*.md`.
`Player.update` → build `Camera``Camera.viewProjection`
`Sky.render` (fills color + resets depth, replaces a clear) →
`Rasterizer.draw` ground, floor, walls, crate, tree trunks, oak foliage, spruce
foliage (one call per texture) →
`Rasterizer.draw` ground, floor, walls, crate, boulders, tree trunks, oak
foliage, spruce foliage (one call per texture) →
`Sprite.billboard(npc)` drawn via `Rasterizer.draw`
`Framebuffer.quantize``present` (integer-scale, letterboxed blit;
`imageSmoothingEnabled` follows `upscaleFilter`).
@ -152,6 +155,12 @@ canopy blobs (oak) / tiers (spruce); `seed` gives each tree its own wobble.
(one bark trunk mesh, oak-leaf and spruce-needle foliage meshes). `app/level.ts`
`scatterTrees` seeds the forest; add a species by extending the union + a builder.
**Boulders** (`engine/scene/Boulder.ts`) work the same way: `Boulder.build`
appends a squashed, per-vertex-jittered low-poly sphere (seam/pole-safe so it
never cracks) into one shared rock mesh, sunk partway into the ground.
`scatterBoulders` sizes them small→big (biased small) and drops colliders on the
big ones.
## Controls
WASD move · **Shift** run (speed ×`RUN_MULTIPLIER` in `app/player.ts`) · mouse

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@ -6,6 +6,7 @@ import grassUrl from "../assets/grass.png"
import leafUrl from "../assets/leaf.png"
import needleUrl from "../assets/needle.png"
import npcUrl from "../assets/npc.png"
import rockUrl from "../assets/rock.png"
import wallUrl from "../assets/wall.png"
export type Textures = {
@ -14,6 +15,7 @@ export type Textures = {
bark: Texture
leaf: Texture
needle: Texture
rock: Texture
wall: Texture
crate: Texture
npc: Texture
@ -21,17 +23,18 @@ export type Textures = {
/** Load every game texture up front. Call once before starting the loop. */
export async function loadTextures(): Promise<Textures> {
const [floor, grass, bark, leaf, needle, wall, crate, npc] = await Promise.all([
const [floor, grass, bark, leaf, needle, rock, wall, crate, npc] = await Promise.all([
loadTexture(floorUrl),
loadTexture(grassUrl),
loadTexture(barkUrl),
loadTexture(leafUrl),
loadTexture(needleUrl),
loadTexture(rockUrl),
loadTexture(wallUrl),
loadTexture(crateUrl),
loadTexture(npcUrl),
])
return { floor, grass, bark, leaf, needle, wall, crate, npc }
return { floor, grass, bark, leaf, needle, rock, wall, crate, npc }
}
function loadTexture(url: string): Promise<Texture> {

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@ -1,6 +1,7 @@
import { Color } from "../engine/render/Color"
import type { CloudLayer, SkyConfig } from "../engine/render/Sky"
import type { Mesh } from "../engine/scene/Mesh"
import { Boulder } from "../engine/scene/Boulder"
import { Terrain } from "../engine/scene/Terrain"
import { Tree } from "../engine/scene/Tree"
@ -31,6 +32,8 @@ export type Level = {
* each takes its own texture in one draw call. */
oakFoliage: Mesh
spruceFoliage: Mesh
/** Scattered boulders (rock texture). */
boulders: Mesh
colliders: Aabb[]
npcPosition: { x: number; y: number; z: number }
terrain: Terrain
@ -71,6 +74,12 @@ const TREE_COUNT = 500
const TREE_SEED = 0x5EED
const TREE_REACH = 0.6
/** Boulders: how many to scatter, their seed, and how far out they reach
* (fraction of the world). Sizes range small pebble .. big boulder. */
const BOULDER_COUNT = 70
const BOULDER_SEED = 0xB0142
const BOULDER_REACH = 0.7
/** Outdoor ground mesh resolution. A fixed grid over the whole world, so cell
* size (and cost) is set here, not by the world's size: bigger `outer` gives
* chunkier terrain, not more triangles. `GROUND_UV` sets texture tiles/unit. */
@ -156,7 +165,11 @@ export function buildLevel(): Level {
const spruceFoliage = mesh()
scatterTrees(trunks, oakFoliage, spruceFoliage, colliders)
return { floor, walls, crate, ground, trunks, oakFoliage, spruceFoliage, colliders, npcPosition, terrain: TERRAIN, sky }
// Scatter boulders across the terrain; big ones get colliders.
const boulders = mesh()
scatterBoulders(boulders, colliders)
return { floor, walls, crate, ground, trunks, oakFoliage, spruceFoliage, boulders, colliders, npcPosition, terrain: TERRAIN, sky }
}
/** Place `TREE_COUNT` trees around the room on walkable grass: each sits on the
@ -188,6 +201,32 @@ function scatterTrees(trunks: Mesh, oakFoliage: Mesh, spruceFoliage: Mesh, colli
}
}
/** Scatter `BOULDER_COUNT` boulders across the terrain, sizes biased toward
* small. Each sits on the ground; big ones drop a blocking collider so you
* can't walk through them (little rocks stay passable). */
function scatterBoulders(boulders: Mesh, colliders: Aabb[]): void {
const rand = mulberry(BOULDER_SEED)
const maxDist = TERRAIN.outer * BOULDER_REACH
let placed = 0
for (let guard = 0; placed < BOULDER_COUNT && guard < BOULDER_COUNT * 20; guard++) {
const angle = rand() * Math.PI * 2
const dist = ARENA + 4 + rand() * (maxDist - ARENA - 4)
const x = Math.cos(angle) * dist
const z = Math.sin(angle) * dist
if (Math.max(Math.abs(x), Math.abs(z)) < TERRAIN.inner + 2) {
continue
}
// Square the roll so most rocks are small, a few are big.
const radius = 0.35 + rand() * rand() * 2.2
const position = { x, y: Terrain.height(TERRAIN, x, z), z }
Boulder.build({ position, radius, seed: (rand() * 0xFFFFFFFF) | 0 }, boulders)
if (radius > 0.7) {
colliders.push({ minX: x - radius, maxX: x + radius, minZ: z - radius, maxZ: z + radius, top: position.y + radius * 0.7, standable: false })
}
placed++
}
}
/** Deterministic 0..1 generator (mulberry32) for tree placement. */
function mulberry(seed: number): () => number {
let a = seed >>> 0

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@ -114,6 +114,7 @@ async function main(): Promise<void> {
Rasterizer.draw(fb, level.floor, textures.floor, viewProj, config)
Rasterizer.draw(fb, level.walls, textures.wall, viewProj, config)
Rasterizer.draw(fb, level.crate, textures.crate, viewProj, config)
Rasterizer.draw(fb, level.boulders, textures.rock, viewProj, config)
Rasterizer.draw(fb, level.trunks, textures.bark, viewProj, config)
Rasterizer.draw(fb, level.oakFoliage, textures.leaf, viewProj, config)
Rasterizer.draw(fb, level.spruceFoliage, textures.needle, viewProj, config)

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engine/scene/Boulder.ts Normal file
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@ -0,0 +1,96 @@
import type { Vec3 } from "../math/Vec3"
import type { Mesh } from "./Mesh"
const TAU = Math.PI * 2
/** One procedural boulder. `radius` is the overall size; `seed` drives the
* per-rock lumpiness and squash so no two look alike. It sits partly sunk into
* the ground at `position`, like a real rock. */
export type Boulder = {
/** Resting point on the ground (the rock is centered a bit above and buried). */
position: Vec3
radius: number
seed: number
}
/**
* Low-poly boulder geometry in the same faceted flat-shaded style as the rest of
* the world. A squashed, per-vertex-jittered sphere reads as an angular chunk of
* rock once flat shading gives each face its own tone. Radial jitter is kept
* seam- and pole-safe (the longitude wrap and both poles reuse one value) so the
* rock never cracks open. `build` appends into a caller-owned mesh, so a whole
* field of boulders batches into a single draw call.
*/
export namespace Boulder {
export function build(boulder: Boulder, mesh: Mesh): void {
const rand = rng(boulder.seed)
const seg = 5
const rings = 4
const r = boulder.radius
// Squat and slightly oval, so it reads as a rock, not a ball.
const sx = r * (0.8 + rand() * 0.5)
const sy = r * (0.55 + rand() * 0.3)
const sz = r * (0.8 + rand() * 0.5)
const cx = boulder.position.x
const cz = boulder.position.z
// Center lifted less than the half-height, so the base sinks into the ground.
const cy = boulder.position.y + sy * 0.55
const jitter = jitterGrid(seg, rings, rand)
const start = mesh.vertices.length
for (let ir = 0; ir <= rings; ir++) {
const phi = (ir / rings) * Math.PI
const cyv = Math.cos(phi)
const crv = Math.sin(phi)
for (let is = 0; is <= seg; is++) {
const theta = (is / seg) * TAU
const j = jitter[ir][is]
mesh.vertices.push({
pos: {
x: cx + crv * Math.cos(theta) * sx * j,
y: cy + cyv * sy * j,
z: cz + crv * Math.sin(theta) * sz * j,
},
uv: { x: (is / seg) * 1.5, y: (ir / rings) * 1.5 },
})
}
}
const row = seg + 1
for (let ir = 0; ir < rings; ir++) {
for (let is = 0; is < seg; is++) {
const p = start + ir * row + is
mesh.indices.push(p, p + 1, p + row + 1, p, p + row + 1, p + row)
}
}
}
/** Per-vertex radial scale in ~0.72..1.14 for a chunky, angular surface. The
* longitude seam (last column == first) and each pole row (one shared value)
* match so the mesh stays closed. */
function jitterGrid(seg: number, rings: number, rand: () => number): number[][] {
const grid: number[][] = []
for (let ir = 0; ir <= rings; ir++) {
const pole = ir === 0 || ir === rings
grid[ir] = []
for (let is = 0; is <= seg; is++) {
if (is === seg || (pole && is > 0)) {
grid[ir][is] = grid[ir][0]
} else {
grid[ir][is] = 0.72 + rand() * 0.42
}
}
}
return grid
}
/** Deterministic 0..1 generator (mulberry32) seeded per boulder. */
function rng(seed: number): () => number {
let a = seed >>> 0
return () => {
a = (a + 0x6D2B79F5) | 0
let t = Math.imul(a ^ (a >>> 15), 1 | a)
t ^= t + Math.imul(t ^ (t >>> 7), 61 | t)
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
}
}
}

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@ -142,6 +142,15 @@ const needle: Shade = (x, y) => {
return [40 + n * 0.4 + clump * 0.3, 84 + n + streak + clump, 58 + n * 0.5 + clump * 0.4, 255]
}
// Boulder rock: cool grey, mottled patches, the odd dark crack.
const rock: Shade = (x, y) => {
const n = noise(x, y) * 20
const patch = noise(Math.floor(x / 7), Math.floor(y / 7)) * 16
const crack = noise(Math.floor(x / 5) + 3, Math.floor(y / 9)) < -0.5 ? -28 : 0
const g = 118 + n + patch + crack
return [g, g + 3, g + 8, 255]
}
const wall: Shade = (x, y) => {
const row = Math.floor(y / 16)
const bx = (x + (row % 2) * 16) % 32
@ -199,6 +208,7 @@ const assets: Array<[string, number, number, Shade]> = [
["bark", 64, 64, bark],
["leaf", 64, 64, leaf],
["needle", 64, 64, needle],
["rock", 64, 64, rock],
["wall", 64, 64, wall],
["crate", 64, 64, crate],
["npc", 48, 64, npc],